@MaX_On Specifically! wrong place to ask on a subd modeling dedicated thread. ....but as always google is definitely your friend : https://www.google.com/search?client=firefox-b-d&q=game+asset+creation+tutorials or alternatively innovative game prop pipeline, implementing CAD -> Rounded Edge Shader therefore by-passing…
Depends on your geometry budget, and your target engine. Also consider the significance of the prop/model and the size it will occupy in the world. The smaller it is on screen the lower poly count you can get away with. Posting images would help us provide a more clear answer :)
This was good advice, I am curious, how many sides, because doesn't that make it more difficult to manipulate, that has been one of my questions. Also revolver guy, your edges are too tight, even if it wasn't a game prop, it wouldn't look like metal as the edges are so hard.
hello everyone. My name is Barnard. I came across this thread on someone's advice. The reason I came across this thread is to find an answer to a minor problem that has been racking my brain for two days. This is a problem I encountered while modeling a Star Wars blaster. I was creating a high polygon to extract a normal…
semi-related: this seems like a fantastic time to link this: http://hannesdelbeke.blogspot.be/2014/05/modular-bend-fix.html "A maxscript that lets you control the bend modifier with more precision, excellent for modular prop design such as arcs in udk This script automatically fixes the bend modifier, but also gives the…
Perna is right about having too many Epoly's in a stack. I would work on a hi poly prop and got it looking good then close the file to take a break only to have it look like a broken mess after I re open the file. This usually happenes with multiple Epoly stacks. It happened to me twice in the past, but I learned my…